Search

Wednesday, June 18, 2014

Tales of Xillia Review (PS3)

            Namco’s Tales series is an Action RPG franchise that started with Tales of Phantasia, released in Japan in 1995. Since then, the series has become one of the most popular RPGs in Japan, just behind Dragon Quest and Final Fantasy. In America, the series is much more niche and obscure, with many titles being skipped over completely and unreleased here. However, Namco seems to be striving to change that fact, and we now have Tales of Xillia, released back in August of 2013, and its sequel coming in the same month this year.

Story
            One of the biggest reasons the Tales series is loved is because their plots tended to deconstruct typical J-RPG clichés. A few of the titles tackled issues that were almost completely unseen in other RPGs. However, the stories seemed to have taken a bit of a dip in quality after Tales of Vesperia. This particular entry tries to break that trend, and for the most part, it succeeded.
            At the beginning of the game, you can choose between the two protagonists to play as: Jude Mathis, a medical student, or Milla Maxwell, the lord of spirits. The concept brings to mind the multiple story paths in Sonic Adventure or Sonic Adventure 2, but in this game’s case, the stories don’t diverge as much as they should.
            The plot begins with Jude at a medical university in the city of Fennmont. After he goes looking for his professor, he ends up getting caught up in a series of events that ends his meeting of Milla and the revelation that his home country’s been experimenting with “spyrix”, technology that harms spirits and is a metaphor to the pollution issues in real life. While the story starts and stays strong throughout the game, it seems to end a bit abruptly. I’ve heard that it’s because the game was rushed for the series’ anniversary, which explains a few other missing series conventions. However, the story is still worth experiencing at least once if you’re an RPG fan or a Tales fan.
            The game also has “skits”, which are a series staple. Skits are chats between your party members, and serve to flesh out the characters, their world, or just entertain the player. I find the skits all to be well done, and they’re a part of the game that I always look forward to.

Gameplay
            Like most JRPGs, the gameplay is composed of two parts: the field map and the battles. In the large fields, you’ll explore, find treasure, and generally go to new locations to progress the plot. The problem with this game’s overworld is that the field maps are a little too bland and generic. While somewhat large, there are no real defining landmarks to make each area unique. As a result, exploring these fields can become rather dull at times.
            When you touch an enemy on the field, you’re taken to the battle screen. Like other games in the Tales series, the combat is a variant of the series’ “Linear Motion Battle System”. Characters can move in two directions: forward towards their enemy, or backwards, as if they were on a line. Holding down L2 will allow your character to move freely to avoid attacks or re-position themselves in a better spot.
            Dealing damage generally requires combos. Each character can use physical attacks, and then chain those into “artes”. Each character is limited by their TP and AC; all artes and regular attacks consume one AC each, while artes consume varying amounts of TP. The combat system is rather fast paced and fun to play most of the time. However, boss fights are much more annoying. Every boss has what’s called an “Iron Stance”. This means that hitting them generally won’t stagger or stun them, allowing them to attack and interrupt you with impunity.
            Unlike previous Tales games, your characters don’t gain stats or skills upon leveling up. Instead, they gain a set amount of GP, which can be spent in the Lilium Orb. The Lilium Orb is very similar to Final Fantasy X’s Sphere Grid, allowing you to choose what stats to increase or what artes to learn. However, it lacks true customization since each node is predefined; preventing you from building up specific stats.

Sound/Music
            The game’s soundtrack is decent, though I don’t really remember many of the tracks used. Not that many were memorable, unfortunately. However, the ones that I DO remember really added to the atmosphere of the field exploration or battle. The voice acting is very good as well, helping make the characters believable. However, I think Milla’s voice in particular could use some work, as she sounds a little dull at times. Other than that, the game’s voice department really augments the already great story.

Length
            Tales of Xillia is by far one of the shorter entries in the series, clocking in at around 30 hours to complete the main story. There are sidequests that can be done, which will certainly add more hours in, but the game still feels shorter and a little lacking compared to previous titles. The last bit of the game certainly felt rushed. Overall, however, Tales of Xillia is still a decent length, even if it’s not up to the series’ standard.

Verdict: 8.5/10
            Tales of Xillia is a game worth trying even if you’re not a fan of the series. As a fan that got into the series with older entries like Tales of Symphonia and Tales of the Abyss, I had the most fun with this game by far. The battle system is definitely the highlight of the game, and the story is something worth experiencing. Tales of Xillia is definitely worth a purchase.

No comments:

Post a Comment